#Quality

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neat shard
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I dunno if it's be 80-90%... maybe like 30% at most

north yew
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are you basing that on anything or is it just vibes

neat shard
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Are you basing 80-90% on anything or is that just vibes?

north yew
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I've mathcrafted several specific scenarios and actively looked for a recipe in 1.1 that doesn't have at least one short-chain ingredient bottlenecking its quality ratio

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didn't find one

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we can follow it through: advanced_circuit gets bottlenecked by plastic_bar having a short chain, then processing_unit and T1 modules get bottlenecked by the electronic_circuit ratio, then T2 modules get bottlenecked by the advanced_circuit ratio, then T3 modules again get bottlenecked by the advanced_circuit ratio.

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so ultimately you're getting one effective quality step for having quality modules in your electronic_circuit advanced_circuit processing_unit copper_cable plastic_bar iron_plate assemblers

neat shard
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Hmm, I might try looking into it myself

north yew
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whereas if you used prod in all of those module slots instead, you'd be getting a guaranteed, multiplicatively-stacking bonus to efficiency at every step

neat shard
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Perhaps you could work around the bottlenecks by disabling the qual modded assemblers when there's a stockpile of quality outputs, so the inputs can get fed into prod modded assemblers instead

north yew
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sure, but in that case the prod modded ones would be doing the bulk of the processing anyway. very little juice for a whole lot of squeeze

neat shard
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squeeze?

north yew
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play on the phrase "the juice isn't worth the squeeze"

open halo
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oh man I love squeeze

neat shard
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Getting high-quality modules without getting garbage you then have to throw in the recycler might be worth it, just because of how many resources you waste by having to recycle stuff

north yew
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even with quality_legendary quality_module_3 in every slot, the bulk of outputs are gonna be normal and uncommon anyway. if you only care about best quality stuff, it's extremely expensive either way

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the main thing is that if prod didn't exist things would be different, but with intermediates every single slot taken up by a quality module is a slot not taken up by prod

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productivity in a chain is a steep exponential curve

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with each step occupied by prod, you're guaranteed to take a step up to a steeper part of that curve. with quality, it's not even close

jaunty citrus
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Basically when you have different length production chains for different ingredients, putting quality_module_3 in everything has two impacts.

  1. It makes it so that different quality levels have different ratios of ingredients, which doesn't work for equally consuming all products of all quality values.
  2. You loose out on the opportunity cost of productivity, which has larger and more consistent benefits.

The only place you can reasonable use quality modules are then:

  1. In the first step of each ingredients production chain. You'd then need separate assemblers for each quality level, which would increase complexity but may be worth it. The best place to do this would theoretically be in miners, as the opportunity cost of not using prod modules is lessened greatly by mining prod.
  2. In the last step of a production chain (say the assembler that actually makes the T3 module, personal equipment, etc.
  3. Inside recycling loops that are a part of a separated quality factory
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The limitations applied by location 1) for quality modules will, in my opinion, make it an extremely unpopular choice for people not really enthusiastic about getting into quality production.

tall sandal
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Quality loop plastic until you have the correct ratio

rare thistle
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the correct ratio is all quality_legendary

north yew
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it's definitely funny to me that people who just take the naive approach of throwing quality modules in mall products and then maybe eventually setting up recycle loops for especially important things are going to btfo all of the elaborate theorycrafted approaches that people are cooking up

sick dock
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i still think early game, like when you're first getting off nauvis it might be good to do quality electronic_circuit & advanced_circuit . you won't have the recycler, and will probably want quality_rare productivity_module_2 if you can get your hands on them

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there's a space for it

jaunty citrus
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Early on, it'll probably be pretty normal to get some quality modules into your electronic_circuit advanced_circuit processing_unit production, so you can skim off the quality ones and use them to 'manually' craft some quality_rare quality_uncommon stuff

sick dock
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you can essentially "recycle" Q1 intermediates by thworing them back into your production

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so your buffers don't fill up excessively

jaunty citrus
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getting quality_rare+60% on your productivity for the rocket silo will be very good

sick dock
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it's still good though, as low_density_structure , processing_unit are still quite expensive

tall sandal
jaunty citrus
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Yes, but you'll also need, most likely, dozens of rockets before even getting to your first planet other than nauvis

sick dock
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productivity is freaking busted, isn't it rdropXD

rare thistle
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what's the math on quality_rare productivity_module_2 prod? they're worse than quality_normalproductivity_module_3 aren't they?

sick dock
north yew
sick dock
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so yes, but it's still strong

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productivity_module_3 are crazy expensive, even at Q1

rare thistle
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oh that's even worse than I thought. eep

jaunty citrus
tall sandal
north yew
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productivity_module_2 are 6% so you would get 9.6% from quality_rare

sick dock
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remember. a quality_rare productivity_module_2 isn't like, a dead-end product. you can always put it into a quality_rare productivity_module_3 later, or simply recycle it for quality_rare parts

rare thistle
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wait 4% is productivity_module its 6% for productivity_module_2 beat me to it

sick dock
jaunty citrus
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@tall sandal wrong reply?

sick dock
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yeah, sry, got confused

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maths correct, inputs wrong

oblique wharf
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wow

tall sandal
sick dock
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i almost never use productivity_module_2 so i forget their #'s rdropXD

jaunty citrus
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Yes, you'd need probably dozens of rockets to get to your forst planet

rare thistle
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I always have to work backwards from the 3rd tier and am never confident I did it right

sick dock
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so actually quality_rare productivity_module_2 is almost just as good at quality_normal productivity_module_3

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noteworthy

tall sandal
sick dock
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i think the cargo will only be a satelite? so you can't cart stuff up

north yew
jaunty citrus
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And rockets for all the stuff you want to bring to the first planet

sick dock
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but remeber, it's 20x as cheap, so if you send 10 rockets thats already half of vanilla

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and we got quality, although i believe productivity_module_3 is unlocked on another planet, probably vulcanus with its productivity theme

tall sandal
sick dock
final nimbus
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Rockets end up costing far less than 5% of vanilla

rare thistle
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I bet they want us to have to scale up before we make it off planet

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unless we do that improved ammo oneway ticket strat

jaunty citrus
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I imagine a space platform to cost between 5-10 rockets with these numbers?

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depends on your design of course

tall sandal
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hopefully the majority of that weight is from blue belts

sick dock
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i still cannot get over quality_legendary productivity_module_3 is 25% productivity, that is just insane. 100% with 4 of the buggers, a whopping 125% + base 50% in EMPs. Your EMPS will make any product cost like 30% of its original cost, including other EMPs and modules

rare thistle
jaunty citrus
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I imagine the undergrounds to be quite heavy iron_gear_wheel

north yew
jaunty citrus
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1.1 blue chips fuming

sick dock
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We were having a...lively discussion if green belts & foundries can only be crafted on vulcanus, and it seems the answer is yes. so i hope those undergrounds aren't too heavy, we have a lot of rockets & platforms to cart around

north yew
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random thought connected to that: sulfuric acid to steam is exclusive to vulcanus , but lava processing isn't engithink

jaunty citrus
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I see no other reasonable interpretation for "exclusive recipes" other than limiting crafting location to that planet

sick dock
rare thistle
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yeah they wouldn't do that to us. belts'll be light (I say manifesting it as hard as I possibly can)

sick dock
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Fulgora will be pumping out modules like no tomorrow, not to mention the ones you get "for free" from Scrap

jaunty citrus
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Nah each planet will have to do it's own module IMO, so fulgora will have quality_module_3, vulcanus productivity_module_3, etc.

sick dock
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i mean if the game will let you barrel molten iron in a freaking metal barrel then i feel we can do the same with lava

neat shard
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@north yew Here's an example for you to chew on. Say you want one single Q2 productivity_module, and you have unlimited access to Q1 productivity_module_3s and Q1 quality_module_3s for your assembler 3s.

If your approach is to make it by throwing Q1 circuits into a prod 4 assembler with four qual mods, then recycling the components in an unmoduled recycler, it'll take on average 7.5x the base cost of a Q1 productivity_module to get your desired Q2 productivity_module. (Each iteration costs 0.75x, and on average it takes 10 iterations to strike paydirt)

Now suppose your approach is to make green and red circuits in qual modded assemblers from Q1 components, so as to stockpile Q2 components with which to directly craft a Q2 productivity_module. Your assemblers print out 10x productivity_module worth of circuits, of which 9x is Q1 and 1x is Q2. (Assume the Q1 circuits get fed into science or something so they're not wasted.) You missed out on 4x productivity_module worth of circuits by replacing the prod mods with qual mods, so it ultimately took you 5x the base cost of a productivity_module to get a Q2 productivity_module โ€“ cheaper than the recycler loop approach.

jaunty citrus
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I'm 90% sure we won't be able to do that

sick dock
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we might have to make tungsten barrels or something for molten materials

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tungsten pipe? prob not

jaunty citrus
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No alternative pipes for now (they were too annoying in playtesting)

neat shard
north yew
neat shard
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So it's not unreasonable to suspect lava won't be barrel-able either

sick dock
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copper_plate melting point 1,000 C*, iron_plate melting point ~1,500; tungsten ~3,400

rare thistle
north yew
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(belts are now proddable)

rare thistle
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beyond the 50%?

sick dock
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also, minor gripe, but can they simply condense all the "fill fluid barrel" & "empty fluid barrel" into a single UI icon?

jaunty citrus
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Technically productivity modules are still incompatible with the recipe

sick dock
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it's a ton of UI space for literallly like...no meaningful benefit then other to see the fluid types

jaunty citrus
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but the in-built prod from machines still applies

neat shard
jaunty citrus
sick dock
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they are nice to store for far away locales; i've had to do that with flamethrower_turret outposts a few times

rare thistle
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as long as its not more efficient to recycle belts than to ship the same weight of its components then I don't think they're going to be too strict with the weights

sick dock
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land_mine are the real legacy feature rdropXD

rare thistle
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they can adjust it for gameplay feel

north yew
jaunty citrus
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There are other solutions that could be added for barrel's common use cases, but I know they won't remove them because of how entrenched they are

sick dock
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idk how many people would ship iron_plate but it does feel weird that this gimmick is better

neat shard
jaunty citrus
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You could add another item, similar to ice, that is a direct conversion between heavy oil - (something)

north yew
sick dock
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if only it were plausible to pickup storage tank and have it retain resources

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but maybe too hard on CPUs, i wouldn't know

north yew
# neat shard Explain in more detail?

a) it only works out this way when you're doing last step - 1, which becomes harder and harder to do the more things you want quality on. following it through all the way is basically having a segregated raw ore -> product section for every individual product
b) if we treat a normal output as 1, an uncommon output as 1.3, a rare output as 1.6, and so on and so forth, prod in all intermediates results in a larger total for the same quantity of input resources. quality in intermediates only starts to enter the picture if you're at a point where everything but the best possible quality is completely irrelevant

jaunty citrus
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Basically you're not wrong, it's a really good early-on setup for bootstrapping your way into some quality_uncommon and fewer quality_rare modules.
But the setup you describe isn't very scalable, and you get a fixed ratio of 9x quality_uncommon and 1x quality_rare which won't remain useful as you progress and want higher quality things.

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A lot of the time you'll probably find it cheaper, quicker, and easier to build a proper hub and stick good quality modules into your hub assemblers

sick dock
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important question: when you recycle a quality_rare electronic_circuit , will you always get quality_rare or greater components?

jaunty citrus
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Getting some quality_uncommon or quality_rare quality_module_2 might be worth it for that, imo

north yew
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yes it does not downgrade

sick dock
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pretty sure i knew taht already, but good to hear it confirmed

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gathering at least a few buffer chests of quality_rare intermediates in the early game does have the benefit of letting you decide what quality_rare items you want to build later on. if you're indecisive, or don't know what you'll need, having the components on hand might save you some time later

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more of a convenience, but there's nothing wrong with that

north yew
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strategically I just feel like it's gonna be a lot better to not care too much about getting the best possible outputs and focus on deciding where the unusually good outputs are going to do the most work

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another example: you can psuedo-recycle solar_panel by just putting the normal quality ones down on nauvis and that can get you a nice stash of higher quality ones to set up space platforms and bootstrap vulcanus

neat shard
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Fair enough

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Though, all this does hinge on qual mods having to compete with prod mods (i.e. the best modules in the game)

north yew
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yeah exactly

neat shard
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Seems plausible to me that any recipe that refuses prod mods will get stuffed to the gills with qual mods instead

north yew
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if prod mods didn't exist then absolutely go nuts with jamming those quality modules everywhere

north yew
jaunty citrus
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It would depend on the use case, but broadly any end products that don't accept productivity should get quality instead

sick dock
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quality_legendary pipe here we come

north yew
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unless certain external demands ask for efficiency_module

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efficiency_module are really gonna get their chance to shine in SA imho

sick dock
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or you just don't care and simply want speed_module

north yew
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nah speed modules on their own are not good

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just build two things

sick dock
jaunty citrus
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Bad take, reducing pollution is quite helpful

sick dock
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if ya suck

north yew
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efficiency_module saves you resources like productivity_module just in a more indirect way. less pollution = fewer biters throwing themselves at your walls and less evolution

neat shard
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I gesture in the general direction of SE, where eff mods reduce energy consumption by 40% at tier 1 to a whopping 1000% at tier 9... and they still suck

north yew
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efficiency_module used tactically can drastically reduce the amount of time and resources you need to spend on protecting your base

tall sandal
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how does 1000% energy reduction even work?

north yew
neat shard
tall sandal
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oh. right!

jaunty citrus
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It counteracts the +3000% energy consumption from the speed modules trianglepupper

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or whatever silly number it is

rare thistle
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just gonna drop this here. probably mods change it and maybe 2.0 will too but

north yew
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on nauvis power is free real estate, but it seems like a big part of SA is making power a lot less free

sick dock
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so a efficiency_module with >100% isn't like...what you might htink it is

tall sandal
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I use eff modules when I'm doing no spoon runs a lot

jaunty citrus
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get me my -125% quality_legendary efficiency_module_3

north yew
sick dock
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i do hope they buff efficiency_module at least a little. the efficiency_module_2 & efficiency_module_3 in partiuclar seem like abysmal rates

jaunty citrus
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put it in my quality_legendary speed_module_3 efficiency_module_3 beacon for +62.5% speed and -22.5% energy consumption for machines around the beacon shoob
(If I remember my math right)

sick dock
north yew
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that costs time and resources, though. many of those resources are on consumable things

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whereas you make a efficiency_module and it's just saving you power/pollution forever

sick dock
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shrug

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i got this laser_turret next to my name for a reason, i am biased

tall sandal
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eff modules are probably gonna be good on space platforms

north yew
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probably the default

tall sandal
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but I agree that eff2 and 3 seems pretty bad

north yew
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like you have to have a good reason not to use efficiency

sick dock
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quality ice, let's go

tall sandal
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lol

north yew
neat shard
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I haven't really read the FFFs about space platforms, but I know that in SE power is even less of a concern in space than on the ground

jaunty citrus
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You should read the fffs then trianglepupper

sick dock
neat shard
jaunty citrus
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Because that couldn't be further from the case in Space Age

north yew
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also efficiency_module_2 efficiency_module_2 centrifuge

tall sandal
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lol do they take a lot of power?

north yew
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mostly just stinky

sick dock
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centrifuges are fairly power hungry per unit

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but you odn't need many, generally

tall sandal
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that uranium dust

north yew
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with efficiency_module in the drills and efficiency_module_2 in the centrifuges nuclear power approaches being pollution-free

sick dock
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efficiency_module might also see real use on fulgora

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we'll have to see about that tho

north yew
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vulcanus too tbh

sick dock
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if Foundries really are that hungry, we might consider it, even if we have to beacon them, lol

north yew
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400% solar is 400% solar but space and geometry are very constraining, plus yeah beeg drill and foundry are both described as being power hungry

sick dock
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speed_module efficiency_module beacon foundaries sound interesting, tbh

jaunty citrus
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Eff modules in beacons won't be good imo without using quality

neat shard
sick dock
sick dock
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you need the landfill tech, whatever that is

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if you get lucky and your islands naturally close together, you can appropriate a bunch of space to jsut be power generation

jaunty citrus
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Solar power will be really good on vulcanus. 400% production and a 90 second day/night cycle is nutty

sick dock
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but if lightning power is incredibly good then you won't even care

sick dock
jaunty citrus
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I don't expect the geometry to make it that difficult either, you can absolutely get creative putting panels around rail, in between builds, at outposts, etc.

neat shard
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There's also the possibility of ferrying energy around as steam in fluid wagons if lightning power isn't enough

north yew
sick dock
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also you need a lot of steam/s to keep engines running.

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it's like water, which people normally don't think about because you just pump it

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but when you have to train water, it can be super annoying

rare thistle
neat shard
north yew
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really the bottleneck there is water for the boilers

heavy ember
neat shard
sick dock
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and yes, water is scarce, and you'd prob rather have that for cracking

north yew
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considering that supercapacitors take heavy_oil light_oil petroleum_gas water's definitely gonna be super precious

rare thistle
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revisiting an idea: dropping extra ice from space?

sick dock
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i think you can't see asteroids in orbit, but you can make a simple boomerrang trip with a platform

heavy ember
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Atlest with SE, water is precious on no water surfaces.

Even with how much water ice compresses for logistics bots

sick dock
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and just dump off the ๐ŸงŠ

neat shard
north yew
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the main thing is that you only have one drop platform and all of your planet's stuff has to go through it

neat shard
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If imports from space are too easy, the challenge of adapting your base to local conditions is moot

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This is a fairly big issue in SE

rare thistle
heavy ember
sick dock
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as i pondered it, rockets aren't the real limiting factor in logistics, esp with productivity_module_3 in your silos. getting them across space in your platforms might be the real bottleneck

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you can ofc just make more platforms, but its the same as saying build more trains

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i'm sure interplanetary logistics being well crafted is literally at the top of their design-philosophy document, so i won't worry about it too much

north yew
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the main thing w/ rockets is that it adds a tax to anything you ship between planets

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initially it's a very hefty tax, eventually it becomes less hefty, but there's still always that tax

sick dock
neat shard
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Do space platforms have a similar dynamic?

sick dock
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who knows, but no, i don't think they can bump into each other

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although i am still wondering: if a platform has its thrusters destroyed...how do you recover it?

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can't exactly walk over to the area as if you would an unfueled train

north yew
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honestly there's probably just an "abandon platform" button

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as far as we know there's no way to pull up to one platform while riding another

sick dock
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fair enough, but if you had 1k sciecne in there or w/e you're gonna be real bloody sad

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better make sure your turrets hold up, then

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but there will be growing pains for sure, for many players

north yew
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feels like that's part of the design. don't move platforms with expensive things through dangerous routes unless you're sure they can handle it

sick dock
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smart way to play, anyway trianglepupper

north yew
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from the FFF's it seems like they designed it in a way to gently ease you in to it

jaunty citrus
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Any platform that gets stuck in transit will most likely be destroyed, something on it was already destroyed for it to stop moving

north yew
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first you do satellites then you build a basic platform that isn't under major duress then you have that platform start orbiting to harvest space rocks

sick dock
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it also seemed like asteroids could only approcah the front 180* of a platform

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so your thrusters - presumably in the back - would likely be the safest

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not the most realistic for space, but obv this is a game first

north yew
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what happens if you build thrusters facing opposite directions? engithink

north yew
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we simply crash the death frisbee in to the biter nest

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step aside trainsaw a new biter destroyer is coming along

neat shard
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Forgive me for making SE comparisons again, but in SE, losing the spaceship is usually more painful than losing the payload contained in the spaceship, because spaceships ain't cheap

sick dock
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space platform is prob like...some iron & steel. no idea what the....ugh..."space platform starter pack" will cost

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"initializer" would prob be more fitting. what is it with Wube and these weird names in SA

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actually, space platform prob uses low_density_structure now i think about it

jaunty citrus
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'Space platform starter pack' is probably just being descriptive, my bets on it just being called 'space platform'

sick dock
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Birth of a platform
You start by launching an item called "Space platform starter pack" into space. The item is inserted into the rocket silo in a similar way to the satellite.

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idk how to quote an FFF directly like others do, but tha'ts a direct quote

north yew
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> like this

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(don't forget the space)

sick dock
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ty

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"space platform" refers to the flooring of the platform

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the actual, like "platform" part of the platform

jaunty citrus
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I misremembered it, but yeah It's pretty self explanitory then so I don't really see an issue with the name shrug

weak vault
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You can have the crafting be productivity and the recycling be quality or both quality. Both reduce the cost of getting more and higher qualities. I wonder how do both choices progress over time and which one will be the best, will we have one choice for early game, another for mid and going back to the other for late game?

Considering that productivity is usually better, we can easily have 90% prod for recipes on buildings with 50% base + 4 productivity_module_3. For late game i imagine some recipes will be able to reach the max productivity of 300% by utilizing the recipe research. This makes quality almost free in late game, except energy costs. However you can achieve some compound effects with quality of quality which could be the breaking point in mid-game.

little orchid
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The thing is... There has never been an arbitrary module restriction on a building before (not counting beacons, they're a different beast). Recyclers can't accept prod, because it would create an infinite loop. Fluid recipes block quality modules, because quality fluids don't exist. Such a restriction is only applied when it directly clashes with game mechanics. I simply don't see why such an extreme special case should be made for this one building

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And your reasons are iffy at best. The assembler 3 will still have plenty of roles, just not for circuit making. Why would the devs give us this exciting new way to make circuits, only for it to be "only sometimes better than the old way"

unborn flax
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Oh absolutely there's some iffy stuff in there as we all have the same set of limited hard facts. The graph I posted isn't speculation though - it's the current reality. Feel free to ignore the green/cyan lines if you want.

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Re: the assembler3, I don't mean "assembler3 would otherwise be unloved". Perhaps I phrased it poorly. I mean "it would be cute design that the optimal quality setup for EMP would involve both EMP and assembler3, without one building completely taking over the other".

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Actually don't ignore the green / cyan lines - even if I'm wrong about the EMP, they're relevant for when prod modules are hypothetically allowed by the EMP but prohibited by a recipe (e.g. electric poles and similar non-intermediates)

jaunty citrus
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Limiting prod modules on machines like that doesn't make a lot of sense when they give some recipes infinite productivity research, which would still work on those machines

remote scaffold
sick dock
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My birthday is late April. Would love a Bwuhuo reveal on my birthday wekeend ๐Ÿ™‚

iron root
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also: what makes the foundry 'prod themed' and the EMP ' quality themed'?

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they both give 50% prod

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in fact, what even makes the planets themselves themed towards prod or quality?

sacred totem
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well, quality is obvious

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fulgora is where you unlock quality

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as for vulcanus and prod, eh, idk

iron root
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its where you get quality 3s, but thats about it

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I was initially on board with planets being prod/eff/speed/whatever focused but with the EMP having 50% prod as well, I reevaluated that and the more I think about it the less I think it makes sense

neat shard
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"How hard is it to beat Space Age (and make infinite research) with only qual mods and no prod mods?" ~Video I would watch, or even be tempted to make myself

north yew
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when it was just vulcanus revealed it was red building + building with innate prod + the thing the building is doing being very prod-themed (taking your resources and stretching them much further)

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fulgora has thrown all of that out the window, though.

iron root
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and I've said it before but I think the devs did a good job recognizing just how strong productivity was and realized it would instantly outshine everything else if the other options didnt have prod too
So we're not getting focuses on prod/speed/eff, we're getting focuses on different sections of the crafting chain

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even if the EMP doesnt get some of the extra-efficient recipes like the foundry does, the fact that it applies its innate prod to recipes you otherwise couldnt prod mod has a similar effect

north yew
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the big thing is that the emp chain is much longer

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w/ foundry the most you're getting is three in a row, and two for most things

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but the em plant makes electronic_circuit then it makes advanced_circuit then it makes processing_unit then it makes productivity_module then it makes productivity_module_2 then it makes productivity_module_3

iron root
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yeah some of that gets really silly

north yew
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foundry closes the gap w/ more efficient recipes, which are going to be more insane than most people think tbh

#

we saw today that iron_gear_wheel takes 10 molten iron, and in most things in Factorio there's a pretty strong 10 fluid to 1 solid ratio

#

so likely that means iron_plate is also 10

iron root
#

I spitballed some numbers based on what we were shown in the fff and that gear recipe puts out something like 10-12 gears per completion

#

2 4-stacked green belts almost full I said was about 400 gears/s, divide by 26 (for +2500% speed) and 1.5 (for foundry prod) and 10.25

#

and 400 gears/s is a lowball i think

north yew
#

390/s I'm pretty sure

#

did a bunch of math earlier and pretty concretely landed on a crafting speed of 5 for the foundry

iron root
#

ah yeah forgot the foundry itself probably has a cracked base crafting speed

#

at base crafting speed of 5 thats still 2 or 3 gears for 10 molten iron

#

assuming it follows the usual rules of buffering 2x its recipe cost

north yew
#

I arrived at 390 assuming it's 1x iron_gear_wheel per 10 molten iron

iron root
#

we dont know the base recipe speed for this craft though

north yew
#

watching the inserters on the LDS foundry in Swimming in Lava shows it crafting about once per four seconds, so that lines up with the crafting speed of 5

iron root
#

thats a good catch, cause that was the default lds recipe iirc

north yew
#

has to be

iron root
#

so if we have a crafting speed of 5, and we know how many crafts/t we make at 26x speed
we can find the base recipe time

north yew
#

same as regular

#

1s recipe time would mean a crafting speed of 10

iron root
#

yeah nvm my math was bad

north yew
#

I was stumbling all over myself this morning, working backwards toward a crafting time from other variables is not something we need to do often

iron root
#

it is 260 crafts/s, and somehow I got turned around with that and the 26x speed

#

so yeah with that in mind 1 gear for 10 molten iron does sound right

north yew
#

likely the recipe for melting the iron is 1 ore to 10 output (before prod is factored in)

#

so basically there's a sneaky +100% prod working its way in when you go straight to gears, totaling +250% just from the foundry's innate properties

iron root
#

yeah 1:1 is nice and clean and would compensate for not abusing prod chaining melt->plate->gear
at least until higher level modules and techs kick in

north yew
#

with best quality prod modules that means you're getting 12.5x as many iron gears from the same amount of ore

#

vs just regular smelting then crafting recipe

iron root
#

actually, I wonder now if the foundry can even be used to go iron plate->iron gear, I don't remember seeing any confirmation this was possible?

north yew
#

nope

#

you either go direct to plates or direct to gear/steel/cable

iron root
#

I guess an assembler gets a max of 100% prod with quality_legendary productivity_module_3 , which is exactly as much as you'd get from direct-casting
and we won't have recipe prod for everything

north yew
#

yeah exactly I'm assuming that the efficiency of the direct recipes is based around your fancy new building not getting obsoleted eventually by the old way of doing things

iron root
#

so thats how they can keep the foundry in play instead of prod chaining blowing it away again

north yew
#

with iron_gear_wheel it's better to direct smelt in the foundry in all cases if the iron_gear_wheel and iron_plate recipes take the same amount
with steelplate the best you're ever gonna get is +50%, so that recipe might be a little less efficient (especially b/c it's confirmed getting a prod research)
with copper_cable it gets tricker. honestly it would be fine if foundry plates -> em plant cable was slightly more efficient than direct to cable from foundry, but it also still might be the design intent for the foundry to be the most efficient way.

neat shard
#

You know, I'm starting to get the impression that prod mods are so powerful they significantly warp Factorio's fundamental game balance

#

If multi-step prod mod chains are so powerful that even an efficiency bonus isn't enough to convince people to use anything but the recipe chain with the most proddable steps

#

Not to mention what we were talking about earlier, how the newly-introduced fun and cool quality module will pretty much always have to take a backseat to prod mods in any recipe that accepts prod mods

north yew
#

in the case where the efficiency bonus wasn't enough to justify skipping a step, that would just mean Wube did an oopsie with the numbers. it's specifically a case where the thing you get from prod - better resource efficiency - is the thing you would be getting from the alternate recipe

#

w/ the ratio problem it's actually good game design that the simpler, less headache-inducing approach is superior imho

#

quality is interesting, but building the same supply chain five separate times is less interesting

#

I do think it's correct to say that prod is extremely powerful and bends the game around it, but Wube are clearly conscious of that and do so in interesting ways. you make a Faustian bargian with the prod modules: your machines become very stinky, they become huge power hogs, and it becomes much harder to gauge exactly how many assemblers for a specific thing you need

#

(side rant: this is also why I consider rate calculators to be light cheating. it seems like a very intentional design choice that, without prod modules, ratios are very clean and easy to calculate through mental math alone. prod modules make it much harder to do that math, and it seems like that's on purpose imho)

#

(of course the very powerful tool is very powerful when you use an external tool or mod to completely sidestep one of its major downsides)

iron root
#

other modules dont have the lasting impact quality modules do, which makes them sort of apples to oranges

#

but the fact you can duplicate quality materials with prod mods is another twist. It'll be a fun system to work with

median verge
high zenith
#

Has anyone done the math on whether mixing speed and quality modules is ever a good idea?

#

I'm thinking orange dot speed 1s and grey dot quality 3s or something like that

north yew
#

we don't know what the number is, but we know that speed modules have a quality penalty

#

so generally it's a super bad idea b/c the two modules are interacting in a way that's antagonistic to eachother

iron root
#

that, and applications where youre quality modding tend to not need a ton of speed

stray marsh
#

@iron root what's beam4

iron root
#

bio/energy/astronomics/materials, all t4 ๐Ÿ˜„

stray marsh
#

๐Ÿ‘๏ธ๐Ÿ‘๏ธ

iron root
#

theyre space exploration sciences

daring siren
#

BEAM is like STEM but for SE

rare thistle
#

Beam is like @Bean but better under tension

formal stump
#

All I think about beans now is doshs bean power

#

Lol

rare thistle
#

he's obsessed with me, what can I say

daring siren
#

BEAM is the Erland virtual machine

rare thistle
#

BEAM is also a method for condensing and summarizing spatiotemporal information: Brain Electrical Activity Mapping

daring siren
#

Beam is also "Bean" with an "m" in the end

terse lagoon
#

Mr. Bean? He is there??! ๐Ÿ‘€

rare thistle
#

Mr. Bean is great. As a former Mr. Bean myself, I would know

daring siren
#

I prefer quality skimming from other processes. For example, when making sciences, use quality_module where you can't get prod. Even if it's not for items with useful quality bonuses like transport_belt.

#

You get +50% prod on it from the foundry, and 4 modules slots

#

If you get a high quality transport_belt you can recycle it and possibly get even better belts

quaint flower
#

why would recycling loops be expensive?
also is the recipe for quality_module the same as speed_module ?

daring siren
#

So it's a 4x price, but not more than 4x

#

Recycling loops are expensive because you only get 25% of the items back

quaint flower
#

ohh

#

dang :\

daring siren
#

If you skim quality_any transport_belt, and recycle those, it's still 1/4, but you're promised quality returns

#

If it was just 1/4, it would be OK, but when doing recycling loops, you get 25%, and only some of it is quality, so you pay much more as you recycle again

quaint flower
#

that's a alright trade-off for quality

daring siren
#

The idea is to rely on existing high throughput chains, and get the quality items out of them

#

That said, some quality_any transport_belt is still worth it for lab ๐Ÿ™‚

#

But if we make fast_transport_belt, we can recycle the quality_any of them and get a lot of iron_gear_wheel

#

In a roundabout way, every item that doesn't get important quality bonuses, actually helps getting quality ingredients

quaint flower
#

ah.

#

i think one thing i will try to get quality for is bulk_inserter

north yew
#

the quality_any iron_gear_wheel iron_plate is only as useful as your ability to match it with other things of the same quality

#

it's kinda my beef with skimming off the top strats. it's either not automated or ends up in a big, slowly-accumulating buffer

half raptor
#

The thing about setting up quality crafting at each step is you have to deal with imbalance of qualities and recycling to rebalance. Going prod on every intermediate step and making a quality loop at the end product is probably the way to go.

You can't recycle science packs, but you can recycle loop the ingredients for making science until you get legendary packs if you're so inclined

#

My previous ideas would be a fun challenge base to see if it's viable, but my first playthrough might just use quality loops for simplicity

#

Especially for Fulgora where you'll have a lot of common and uncommon processing_unit which you can recycle down to rare to legendary plates which throws the balance backwards

north yew
#

the more they preview about SA the less I'm in on putting quality mods in non-proddable science recipes ( logistic_science production_science )

half raptor
#

Remember that quality science is worth 1:2:3:4:6 packs so even hitting uncommon is a 100% increase in science production

north yew
#
  • quality_any inserter might be kinda handy, but isn't really gonna be usable to upgrade in to other inserter types
  • quality_any transport_belt is completely pointless
  • quality_any electricfurnace is pretty marginally useful since electricfurnace kinda just becomes the thing that makes stone brocks
  • quality_any rail is mostly pointless
  • quality_any productivity_module doesn't help much b/c you'll still need quality_any advanced_circuit processing_unit to make upgrades
#

oh to be clear I mean skimming the stuff out instead of just using it for packs

half raptor
#

Understandable

#

I think I'm going to have 2 save files, one for going for quality on every step and one where I prod every step until the final

north yew
#

it's still a little wonky to me to send the quality stuff to packs. just means more machines and your production_science logistic_science setups are a lot more complicated for a pretty small benefit

#
  • much bigger module cost for those science packs
half raptor
#

You don't have to do quality science at all, it's just a possibility

#

So if you look at it, putting 4 quality_legendary productivity_module_3 in an assembling_machine_3 you get a 100% bonus on science production guaranteed

If you use common ingredients in making science with 4 quality_legendary quality_module_3 75% will make common worth one pack, 22.5% will be worth 2, 2.25% worth 3... Etc

north yew
#

skimming off quality_any grenade, wall, and red ammo might be worth

half raptor
#

So honestly unless you're starting with quality ingredients, you're better off going prod modules for making science

sick dock
#

Man this chat has never died. This mechanic is going to be a forever discussion ๐Ÿคฃ

half raptor
#

It's because we all think we are right

#

๐Ÿ˜›

north yew
#

pretty sure even quality_normal productivity_module gets you more science than quality_legendary quality_module_3

half raptor
#

Probably

#

Of course we are still thinking end game strategies, my early game strategy is going to put quality in my bus lines and have a filter splitter put all of the quality into a storage chests and put all the commons on the bus. When I go to craft personal machines, I have chests to draw my early game quality pieces from

#

What I mean is mk 1 quality modules in my production line and just filter quality to storage and commons to the bus

north yew
#

my main beef with that is that you're not gonna get quality ingredients in the exact ratio of the stuff you want to build

#

paying a big cost to end up with a bunch of quality ingredients just sitting uselessly in storage chests

#

whereas if you use productivity_module or simply no modules you'd get going a lot faster. quality_module in your mall is still going to get you a decent amount of quality_any stuff, especially considering you can pseudo-recycle by just using normal quality stuff on nauvis

#

like think about how many fast_inserter you slap down before you're even launching rockets in 1.1. even if only 2% of those are quality, that's still more than enough for space platforms

daring siren
#

It's OK to not get quality ingredients in balance naively. That's where you send things to a productivity_module line vs a quality_module line

north yew
#

that's gonna take some very compilicated supply lines and a very large module cost

#

really slowing down your early game to squeeze out a little bit more quality

#

in 1.1, it's generally better to make a solution that's just good enough for now and aim at consistent forward progress than it is to try to minmax with the tech you currently have. the main reason being that as you get new techs minmaxing is both easier and pays off more. I don't really expect that to change with SA

#

you can spend a bunch of time on nauvis building these complicated supply lines that take a much larger module cost and much larger resource cost, or you can do nauvis the simple way, get to fulgora faster, then go back and build better quality infra with the recycler and em plant and quality_module_3

#

but then wait, we're going to be dumping all of these resources in to recycle loops now, so why not take a trip to vulcanus to get the foundry and big drill so that we don't burn through 20 copper/iron/coal veins per hour

kindred crater
#

thats why I'm leaning towards volcanus as a first planet (along with getting calcite for nauvis). I agree the mechanics are less "fun" than fulgora, but you're building a solid foundation with what you're getting there

north yew
#

it only seems less fun b/c we don't know about the combat yet

kindred crater
#

yep thats still a big unknown

north yew
#

if planets are designed to be equivalent challenges, then it's almost certain that vulcanus biters are very dangerous and difficult to work around to bring it up to the challenge level of fulgora

daring siren
#

Quality loop vs skimming is going to be the next bus vs city blocks ๐Ÿ˜„

#

Both are OK and have their advantages and disadvantages

daring siren
#

There's a lot of merit in quality looping for certain things. Especially in early bootstrapping, and possibly in the very late game which everything is cheap, but in the middle, skimming feels better to me

north yew
#

in terms of forward research progress, skimming is worse than no modules at all. that's my big issue with it.

daring siren
#

Because of the speed reduction?

north yew
#
  • module construction costs
  • stuff being taken out of the pipeline
  • a lot of stuff sitting it buffers waiting for other ingredients of matching quality
daring siren
#

Early-ish game, that buffer is several small chests with quality stuff.

#

I usually have a chest for personal items like iron_gear_wheel, electronic_circuit, and advanced_circuit. That chest will now also have quality_any versions of things

north yew
#

you still get a decent amount of quality_any stuff just from having quality modules in mall assemblers, so is the amount of extra quality really worth paying all of this hefty additional cost and slowing down your early game this much

#

the need to go tall only really comes in to the picture once you're building platforms and shipping stuff between planets, and by that point you've placed down a lot of normal quality stuff on nauvis so your mall assemblers have gone through quite a few cycles

#

it definitely is starting to feel like nauvis's role is to be the place where you don't need to worry about power and space constraints too much, which means it's the place where you're most okay with using normal quality stuff

half raptor
#

Nauvis is the best place for the Novice

#

Besf part about early game quality_module in everything and putting uncommons and rares in a chest is that if your chest ever fills up and doesn't allow belt to flow all you have to do is take the modules out and let it flow normally and now youve got a steel chest of uncommons and a few rares for making your first modular armor.

#

Early game can be as janky as it wants to be

#

In that phase of the game you're not caring about lost raw material and having a rare personal roboport is better than saving 5% raw material

north yew
#

re: modular armor - I'm pretty sure you're paying a greater cost in the supply chain than just having an assembler with quality modules make personal armor and equipment and storing the non-rares until you get the rare outputs you want

#

assuming you use your best available quality modules in that assembler

half raptor
#

How am I paying a higher cost? At that point of the early game, 95%-98% of assemblers are going to make common and the prod bonus is still small enough that it's not a huge bonus yet. All I'm doing is making a early game bus of common goods but storing the occasional uncommon or rare to the side. If I have enough rare sitting in a chest to straight up make rare armor modules, then it was worth it instead of making 100 armors and hoping for the best

north yew
#

like if the argument is that we don't care about optimizing around raw material efficiency then what we should be optimizing around is logistical complexity and ease of building, right? to make progress in to better tech

#

in which case just do no modules

half raptor
#

Also cost isn't a big factor at that stage of the game, if you're trying to optimize the early game then you need to work for NASA

north yew
half raptor
#

Until we get recyclers you can't make loops anyway so you build your base for common anyway, but you can set aside the lucky uncommon for more specific crafts

#

It's not even a complicated thing to build, it's just a filter splitter and a chest or two

north yew
#

if you have quality modules in your machines, your machines are slower. if your machines are slower, you need more machines. more machines, more modules. construction costs are going way up

#

then space and power and all that jazz are going up too

half raptor
#

If you're going to productivity_module the early game, your map seed must be sparse

#

Prod reduces speed too

north yew
#

I'm not even arguing for prod rn

#

I'm arguing for no modules at all

half raptor
#

Oh

north yew
#

quality intermediates competes with nothing and still loses

half raptor
#

So... with no modules vs some mk 1 common quality modules, you're still making the same number of items (with more machines, yes) you're just storing the few upgrades to the side

#

The only big investment is the actual making of modules

north yew
#

the biggest cost is how much you're investing in modules alone

#

but also power and space and belts and inserters and pollution are factors too

#

once you factor all of that in I'm pretty sure it's cheaper to just make a couple hundred modular armors until you get the lucky roll

half raptor
#
  1. You can always build more power
  2. You can automate making more machines to accommodate a longer production line easily
  3. Space isn't a big ask
  4. Pollution is a risk yes, I'll give you this point
north yew
#

idk I guess what I run in to a lot in this server is that people tend to conflate "cheap" and "free" when it comes to things like power and space and machine construction costs

#

that feels like what's happening here a bit

half raptor
#

I mean coal is somewhat free, though it has a duration. Increase use and you have to tap a new mine sooner

north yew
tall sandal
north yew
#

that mentality makes sense once you've filled out the tech tree for sure

#

until you've filled out the tech tree, though, it makes a lot less sense

#

there's an insane rate of return on investing resources in to unlocking new technologies that beats basically anything in the game

tall sandal
#

I agree. I'm explaining the mindset

north yew
#

it's part of why I think it's so neat that SA seems to be bringing space, power, and geometric constraints in to the picture much more. they're interesting challenges to optimize around, but 1.1 doesn't give a whole lot of reason to optimize around them.

daring siren
#

If we start working on quality_any assembling_machine_2 early, it negates some of the speed reduction, but I get your point

#

I agree the main science build would probably not be qualitied, but rather prodded

tall sandal
#

I'm intriged by builds that siphon quality from the the production. they could work

daring siren
#

The main electronic_circuit and iron_gear_wheel build for automation_science/logistic_science could be a bit longer, and have quality_module in them. A splitter will siphon off quality_any items.

#

Then again, we might want productivity_module instead

#

In terms of simplicity, quality_module in electric_mining_drill is probably the easiest, and just work up from there, but it's not cheap, and possibly a bad opportunity cost with efficiency_module

north yew
#

I'm gonna explain why I generally feel like people are overrating the usefulness of squeezing out a bit more quality. This is just an example, and let's not worry about the specifics too much (putting productivity_module in electricfurnace is generally a bad idea in the early game, this is just to make the point).

  • Normal quality items are still useful.
  • Quality items are more useful, but in limited contexts. For example, it's generally a bad idea to use speed modules on their own in 1.1 because it's cheaper to just build two machines making the same thing. A similar principle applies here.
  • Let's assume for this example that an uncommon inserter is 1.3x as useful as a normal inserter . Rare as 1.6x.
  • If we put normal quality productivity_module in to our assembling_machine_2 and electricfurnace for the iron_plate iron_gear_wheel electronic_circuit for assemblers, we get 1.08x as many inserters for the same resource cost.
  • If we instead use quality_module for the iron_plate iron_gear_wheel electronic_circuit , we get 1.0066x as much inserter for the same resource cost.
  • Measured this way, using prod gets you over 12x the amount of extra inserter for your resource investment vs using quality.
daring siren
#

That tells me: Don't try to quality_anyinserter. But lets look on other item e.g. quality_anyproductivity_module or quality_any armor/guns or quality_anysolar_panel

north yew
#

I just wanted to use a simple recipe for the example

final nimbus
#

quality inserters have a distinct purpose of increasing throughput for really fast machines.

daring siren
#

Quality inserters are irrelevant until late game

#

Except maybe quality_any long_handed_inserter

north yew
#

my whole point in choosing inserters was to avoid a discussion about what is and isn't worth it to put quality on ๐Ÿ˜ญ

uncut plank
#

A few quality_module in your ๐Ÿ›ฐ๏ธ assembler might be worth it since it won't slow down enough to need a second one in the early game.

tall sandal
#

I dont really think the idea of siphoning off quality item is necessarily "squeezing out more quality." The idea is just "one day in the future, I want a single set of high quality power armor."

So you toss a few quality modules in some assemblers, and siphon off enough resources to make a single set of power armor. This might be eaisier than quality recycling for a power armor. It might not be!

daring siren
#

I do understand your point, but it changes a bit depending on what you're try to add quality to

#

Adding quality_module does it make it slower, and requires a bit more logistics. Also the quality_module cost something compared to nothing.

north yew
#

The concise version of my point is that complex strategies to minmax quality are only worth it if you're only considering best-possible-quality outputs to actually exist, and any case where you're actually using the non-best-quality items makes it clear that it's better to just go prod or no modules.

tall sandal
#

I agree and have argued for a long time that turning your entire factory into quality processing zone is a bad idea. But maybe you just put some quality modules in your processing_unit, steelplate and electric engine assemblers. Then you can make quality power armor for pretty much free!

north yew
#

there's still a huge cost there. lost opportunity for prod, need to have more machines running and more modules built. it'd take quite a few machines running for a long time to get enough for a power armor.

daring siren
#

I think we need to define clearer goals, and see which method achieves that goal

patent cradle
#

The place where I have seen early game quality shine the most (specifically in Colonelwill's stream) has been when chasing bottlenecks in direct insertion builds.

tall sandal
#

When I play, I almost never use prod modules around the time I get power armor because of the costs associated with prod modules (power, machine speed) . Quality modules dont really have a huge cost associated.

daring siren
#

I put productivity_module in labs and in electronic_circuit when I get them

tall sandal
#

Right, but I dont put prods in electric engines and steel

daring siren
#

Same

tall sandal
#

I might put them in advanced circuits, but its not a big deal if I dont

tall sandal
#

You can also put the quality module in a single steel producing electric furnace so the impact isnt large. You only need 40 pieces of quality steel to make quality power armor, so it you put modules in one machine and wait long enough, you'll get it

north yew
#

you'd need to make 20,000 steel in that machine on average

daring siren
#

By the time you wait that long, you'll have a larger base so that's not a good wait

tall sandal
daring siren
#

They are quite bad

north yew
#

quality_module is 10% quality strength, so it's a 0.002% chance to get rare if you have two of them in a machine

daring siren
#

With 2 x quality_module it's about 2% to get an quality_uncommon and 0.2% to get a quality_rare

north yew
#

โ˜๏ธ ๐Ÿค“ 2% to get uncommon or better

daring siren
#

Yes

tall sandal
#

2% chance to get an uncommon means I only need to make 2000 steel to get 40 uncommon steel

daring siren
#

We will want quality_any solar_panel

north yew
#

simply "recycle" the normal quality ones by putting them down on nauvis

daring siren
#

Ya

#

One of every 50 will be quality_uncommon

north yew
#

and that's with common t1 modules, likely you'll want to upgrade the ones making solar panels ASAP

tall sandal
#

alternatively, if I only have access to quality_module , how much steel do I need to use to get an uncommon power armor?

neat shard
#

The tl;dr on quality: If your recipe takes prod mods, use prod mods. If not, use qual mods.

final nimbus
north yew
#

ish

daring siren
#

Getting quality_uncommon quality_module will help too

#

Also, we'll get about 2 quality_uncommon per ๐Ÿ›ฐ๏ธ

tall sandal
#

so I'd save 2k steel if I'm able to use quality modules in the electric furnaces

#

(and electric engine assemblers, and blue circit assemblers)

final nimbus
#

You're not using prod though, so not really "saving"

north yew
#

it also means needing even more furnaces for a thing that already takes a ludicrous amount of furnaces, plus the same effect applying in all of the other ingredients for power armor

tall sandal
#

I'm never going to use a prod module in an electric furnace when I'm on power armor tech

tall sandal
#

lol

neat shard
#

prod mods are too good to pass up

daring siren
#

I'm not going to have electricfurnace before late game, except for platforms

north yew
#

electricfurnace are the last thing that get prod modules in 1.1

#

they have the worst roi

neat shard
#

Huh

#

TIL

tall sandal
#

Because electric furnaces take an absurd amount of power and prod modules make it even worse

daring siren
#

Well, except for my specific quality_any ore furnace

neat shard
north yew
#

lol that's a hornet's nest

tall sandal
#

They're worse because they cost more power (unless you use eff modules)

neat shard
#

If the increased energy use bugs you, put in effmods and suddenly your electric furnaces use less power than the steel ones

daring siren
#

By better you mean "larger and 2x as energy hungry"?

#

steel_furnace: "Look how much they need to do to equal our power"

north yew
#

typically I use steel_furnace until I'm able to efficiency_module_2 efficiency_module_2 electricfurnace, but the efficient furnaces are a pretty big upgrade

tall sandal
#

Also, around power armor tech, I'm still happily using my existing smeling lines and have no immedate plans to repalce them

neat shard
#

Admittedly, I'm used to SE where tier 1 effmods are (A) cheap-as-free and (B) better than vanilla tier 2 effmods...

#

And (C) power is easy to come by in any case

daring siren
#

electricfurnace are late game tech, when you have unlimited power, or for niche cases like space platforms

tall sandal
#

They are good if you want to use eff modules tho

daring siren
#

They are fine deep into production_science

#

But like bulk_inserter, you unlock them much earlier than you need them

#

I only unlock bulk_inserter for the +1 hand size bonuses for normal inserters

north yew
#

costs associated with putting quality modules in processing_unit steelplate and electric engines:

  • extra machines needing to run, so extra power, pollution, belts, inserters, etc
  • modules needed for all of those machines
  • potential opportunity cost of using other modules (although seemingly not applicable in this case)
    when you total all that up, does it really save resources vs just making a bunch of power armors until the lucky roll?
tall sandal
#

I'm not saying you put them in every building. Just a few! Maybe only one! Costs associated with not putting them in those buildings

  • 2k steelplate
  • 2k processing_unit
north yew
#

especially when you consider that just having a single power armor assembler making a bunch of them makes it very accessible to use the best quality modules available vs using a bunch of cheap ones

#

so the roll is much higher probability in the final assembler case

#

instead of doing a low-odds roll thousands and thousands of times, you're doing a higher-odds roll hundreds of times

neat shard
#

Though, granted, each roll is more expensive with the single power armor assembler

tall sandal
#

do we know when we unlock quality_module_2 yet?

final nimbus
north yew
#

95% certain all T2 modules are on nauvis , presumably in a similar place on the tech tree

#

oh right space_science was confirmed

tall sandal
#

dang thats kinda far into the game

north yew
#

feel like space_science is the transition from early to mid game in SA, like chemical_science is in 1.1

tall sandal
#

not in terms of % though the game, in terms of hours into the game

neat shard
#

Remember that this expansion is in large part inspired by SE, where beating the game in sub 200 hours is an impressive speedrun

#

Expect things to take a while

north yew
#

iirc the estimate is double the length of 1.1

tall sandal
#

with remote viewing in the game, do i even CARE about power armor?

#

i mean, yes. yes I do

north yew
#

also:

  • distributing quality rolls across a supply chain to achieve a consistent, predictable EV = boring, stinky
  • gambling in a single assembler = exciting, fun, cool
#

you could get it on the first try!

#

the big payoff is coming, you've just gotta give it power armor ingredients one more time

final nimbus
#

Theoretically it is most efficient to do every quality roll in whatever assembler has the highest +Quality bonus, meaning the one with 4 x quality_rarequality_module_3 for example.
If you only have one of those, you must use it for everything.
Call it the Slot Machine.

north yew
#

isn't that exactly what they said they would do in the original announcement FFF

#

Especially for personal armors and equipment, we always ended up having an assembling machine with the best quality modules in the center of the factory dedicated for people trying to gamble for the best possible equipment for their personal use.

#

feature request: assembler sprite becomes a slot machine if it has significantly better quality modules than anything else on the surface

neat shard
heavy ember
#

Can only insert quality modules to a re skinned assembler that looks like a slot machine

quaint flower
#

i though this would output higher quality stuff. its kinda hard to get quality_legendary quality_module_3

#

also "But obviously, since items have a chain of steps to produce them, every step has the potential to increase the quality of the intermediate products. With different approaches, and possibly different machines or other ways to improve the productivity of the process (tease of some future FFF content), the cost can be brought lower, but it will always be pretty expensive to get the best stuff."

kindred crater
#

this is where pure volume comes in, and AFK running the game overnight lol

daring siren
#

Just increase production

daring siren
neat shard
#

Step 1: Just increase production
Step 2: Repeat step 1 until you lag to death
Step 3: Buy better computer
Step 4: Repeat step 2 on new computer
Step 5: Sell stuff to buy even better computer
Step 6: Repeat step 2 on new computer
Step 7: Automate the process of getting and selling stuff to buy progressively better computers
Step 8: Continue to repeat step 2 on new computers
Step 9: Just increase IRL production to sell more stuff to get yet better computers
Step 10: Repeat steps 1-9 until the computer simulating the universe lags to death
...
Step 11: Buy better computer

wheat sluice
#

I had an idea about quality balancing, we could modulate the quality bonus, by using inserters on adjacent beacons to change the number of speed modules affecting the machines. Currently we don't know the quality penalty of speed modules, so I can't tell what it would take, but I think it would be possible.

kindred crater
#

obviously I don't know for certain, but it wouldn't surprise me if all speed modules completely nullify quality regardless of quantity, or do something like -9999% quality

wheat sluice
#

I seriously doubt that that would be the case, but all we do know is:

It is also notable that we created a quality penalty on speed modules, because haste makes waste, and we wanted to reduce the number of places where beacons full of speed modules is the best way to go.

kindred crater
#

to me that sounds like exactly what they're doing here. you could certainly increase production of whatever quality process, but the vertical growth is limited with quality machines, or you can expand horizontally as big as you like

half raptor
#

quality certainly is a very horizontal progression.... but with great reward

#

I feel like the correct and simplest path is to gamble at the end of the production line and set up a quality loop, ,and it's honestly probably the best way to go. However, a base going for quality in intermediates is a fun path

final nimbus
#

Quality over Quantity or Quantity over Quality?

half raptor
#

the challenge of balancing RNG and all that

#

My initial thought was to just RNG-cycle excess ingredients, though eventually you'll wind up with more legendary of one ingredient over another and could jam the system and would need to overproduce other stuff to compensate. It would definitely be challenging, but a fun puzzle

neat shard
#

Reward probably isn't worth the effort tho

half raptor
#

but it's fun to design

#

my first playthrough will probably do productivity on every intermediate and then quality loop finished goods like rational engineer, but my 2nd save file will DEFINITELY try to make my madness work

kindred crater
#

just like how people use bp books for balancers

neat shard
#

Balancers are self-contained, to make quality work you have to design your whole factory around it

#

The comparison isn't sensible

half raptor
#

I've been thinking of using the basic city block and circuit controlled recipe setting that changes the recipe quality based on ingredients present by reading the contents of belts, though you still have to deal with the imbalances and that gets tricky if you don't do it righth

kindred crater
#

the bps will be giant and circuit controlled. I guarantee this will happen

half raptor
#

modular designs are my favorite

kindred crater
half raptor
#

the thought behind having ciricut conditions set quality of recipe is so that a train can deliver quality_normal to quality_epic ingnredients sorted into buffers, circuits control when they unload onto a belt and swaps the recipes accordingly and products go to a quality_normal - quality_epic output station and a quality_legendary output station so that you can prod bonus your legendary outputs

half raptor
#

my go to design centers around making a 3 ingredient recipe because if I can balance 3 ingredients, I can do 2 or 4 just as easily

kindred crater
#

yeah. I'm struggling to give my opinion, because it hinges on multiple design choices/production goals

half raptor
#

The problem with trying for quality on each step is that now you have to at minimum have at least 1 quality_uncommon quality_rare quality_epic and quality_legendary blocks for every ingredient alongside your commons. The issue is that your epic and legendary blocks will run very infrequently and will need a long time for their output train buffer to fill enough to warrant a train coming.

The goal is to make a block that can handle any common to epic input and have the recipe be changed automatically so that we can avoid having a ton of assemblers just sitting idly when you've only got a small handful of epics in your system

#

my legendary ingredients would be treated separately and go for Prod bonus in their own blocks

kindred crater
#

what is your ultimate goal? to solely output quality_legendary final products? or will you be using quality_any to incrementally update your factory?

half raptor
#

incremental upgrades. My chest_storage for common quality_module_3 will also be the chests for a train station with the idea that if my bots replace all of my commons for uncommons, the station will fill and then all of those commons will go to my recycle station and those will feed back to make more once picked up by the trains

#

that way everything can easily have common modules and once I start getting commons building up, I know I can just upgrade planner the whole base to exchange the commons for uncommon, then rare etc

#

Of course, I'd manually upgrade the final step assemblers first (or EMPs, whatever optimal design works best)

#

Once the design is set, my bots would then do all the module magic

kindred crater
#

it'll probably always be EMPs given their prod bonus lol

half raptor
#

right

#

When I saw Assemblers, it's whatever optimal machinie it is since this is a post-game design idiea

kindred crater
#

understood

half raptor
#

but if I can figure out how to have circuit controlled quality blocks that change their recipes I'll be able to start using the design even into the midgame

kindred crater
#

with this intermediate quality factory, will you focus making one thing at a time?

half raptor
#

so one aspect of the design is that each input has 4 quality buffers and a circuit that does not offload onto a belt unless that quality of the other ingredients is present, so for instance making advanced_circuit at my quality_epic copper_cable inserters (assuming I have multiple inserters for the same buffer) would be wired to a combinator that says "if quality_epic electronic_circuit > 0 and quality_epic plastic_bar > 0, then ouput โœ… " which tells it to output the cable onto the belt so that if I don't have the epic ingredients for the other ingredients, then I should just keep my epic cables in theh buffer

kindred crater
#

yeah that makes perfect sense

#

its a key mechanism for determining you'll actually produce what you're trying to get

half raptor
#

one other thing they said about the circuit controlled assemblers is that a machine will finish the craft it's on if it's midcraft and output any unused ingredients after switching, so I'd have to have an output belt specifically for that which would have to go back to my buffers for my items, which unfortunately would have to be filtered by ingredient then by quality, so a lot of splitter and inserter logic

kindred crater
#

if you don't mind using bots, surely there is some simple way to implement this

half raptor
#

which is fine and dandy but here's the biggest design headache.

Trains will bring in whatever qualities landed in their inventories from a previous production block and there's going to be imbalance. When they unload, I might wind up with a slow but steady buildup of a quality_any ingredient which will, given time, make the trains unable to unload

#

well that is certainly a possibility, though I tend to only use my bots for construction

kindred crater
#

your storage can be buffer chests so if you have circuits controlling requester chests, they won't pull from your main storage but rather the storage/provider chest with the stuff that needs to go back

half raptor
#

true enough, and honestly I'm trying to avoid recycling too many overflowing ingredients as possible

kindred crater
#

you can certainly use belts lol, I'm just trying to save you some pain

half raptor
#

could use a combination that simply refills my "changing recipe" outputs

#

and then uses belts for crafting

kindred crater
#

if something is overflowing, you must ask whats causing that imbalance (on the other side)- a lack of quality ore, or a lack of production of another intermediate? if its the latter, you can always allocate more machines to establish balance again

#

quality outputs are of course RNG, but it'll eventually balance itself out

half raptor
#

So here's an issue. As pointed out by practially everyone copper_cable is going to be an enigma for most quality designs because when making electronic_circuit copper has had an extra step for quallity, meaning you'll wind up with a larger amount of quality cable than iron plates. Also that quality cable can combine with green circuits that has had 2 steps now from plate while cable is only 1 step from plate, which imbalances things in a weird way

#

you can't rely on hard ratios unless you're a spaghetti master chef. You need a robust design that can handle your overflows, either in the form of recycling, or a very careful balance across the whole base

kindred crater
#

you always have the third option of using them for a lower quality recipe, as much as that makes me shudder

half raptor
#

and that's just one thing. Look at advanced_circuit it's used for making processing_unit quality_module quality_module_2 quality_module_3 so in that production line, quality red circuits should logically put their highest quality to near end products, but that's tricky circuitry. Having a design that keeps life simple and balanced is what I'm going for, though I know there's going to be a ton of limiting reagent chasing

half raptor
#

though I do enjoy the idea of recycling and maybe getting some quality ingredients back that are higher than the unused products

kindred crater
#

yeah, it really depends what end quality level of products you're seeking to get (ie, where you're at in incrementally upgrading your factory) and what you want to make, and perhaps what you're going to make in the future

half raptor
#

That gives me a new idea.... still using buffers of higher quality stuff, but using it as overflow for unused quality stuff. Think of this this way. If over the course of many hours you wind up with too much quality_uncommon copper_cable and stations that request the uncommon are always destination full, why not deliver to a quality_normal electronic_circuit factory, like you said and just use the ingredient as an overflow for instances where we just have too many. I even think I know how I'd do it too

#

it's less recycling and it's using buildups off stuff

#

building a blueprint for show and tell, give me 3 minutes

kindred crater
#

sure thing

#

if you're implementing quality in game, you probably want to upgrade as much stuff as possible, using a fairly wide array of intermediates (and with SA and its items/ingredients, it could possibly be a lot more). so looking at it from that perspective, excess stuff for one project could be spent in another not fully rolled out, or put in recycler loops. I probably sound all over the place here, just because there are so many angles to this

half raptor
#

the thought of using excess quality_any

kindred crater
#

what you're going to make next is indeed another piece of this puzzle

half raptor
#

that's an idea that I'd have to noodle on

#

damn my game is loading slow, might just have to use a website to draw it real fast

kindred crater
#

there's always going to be varying levels of "waste", you may have to do the math to see which strategies minimize that

#

waste = recycling, or using higher quality for level quality recipes. well I take that back, you can eliminate that waste with balancing like you said a bit earlier.

half raptor
#

okay so I'll need to restart my pc to load my game, but I made this on the blueprint editor site, so it's very basic proof of concept

#

color coded to the best of my ability

#

the first 6 inserters grab commons that go to the far left station

#

but any quality excesses go to the 2nd station on the right so that it lines up with these chests for varying qualities

#

and just sacrifice them to be used as lower grade ingredients if my input buffers are full elsewhere

kindred crater
#

perhaps crafting 2 things you want at the same time, one is iron heavy for instance, one is copper heavy, so in a way you have more built in stability so things don't reach gridlock. or multiple items if their amount of ingredients is higher. I'm just thinking aloud, hopefully you get some value out of it. reading what you typed now.

#

thats a very clever design, I see what you're doing there

half raptor
#

alternantively I just have a regular station design and just train logic "if quality_uncommon copper_cable =/= 0, go to quality_uncommon copper_cable station. Interrupt if Destination Full AND time elapsed =10 seconds (because a station could open up) then go to quality_normal copper_cable station and unload

#

though one thought is that each station would have filters set on inserters in case a recycler train has like 10 different items on it, which is why having a longer station like above would give me buffers specifically for each quality to be unloaded

kindred crater
#

I understand, was just thinking about your recycler train statement

#

so recycling for all items would be done in one location, and some station in which all items get unloaded

half raptor
#

a very generic, repeatable recycle station

#

that way I don't nened to set up recyclers in every block, just an output station that hopefully would not need to get used. Then a generic train would pick up all the ouputs and delivery them via interrupts

wispy dragonBOT
kindred crater
#

that makes sense

half raptor
#

I can also set priorities for quality overflow delivery stations so that excess rares will deliver to uncommons first before commons, the thought is that my quality blocks should be so starved that they shouldn't need to overflow often but if they do, they need an outlet to keep production moving. I'd rather sacrifice a train load of common green circuits just so I can produce another train load and maybe 25% of that production becomes quality and the ingredients from the recycling can also be quallity

#

But the idea of using them as lower quality ingredients first is a good way to still use them for crafting long before I even think about recycling then and frankly if all of my epic input buffers are full, then damn my base is doing good

#

Legendary can just buffer and wait their turns at the depots for all I care

#

The only problem with the design proposed above is that it can't be used in combination with my idea of a block that changes recipes based on what ingredients are available

#

Oh God wait.... I'm dumb.... My unloading with sideways splitters allows for an input.... Like if my assemblers change recipes and spit out various ingredients....

#

I could just plug it back in to the original input....

kindred crater
#

yep there you go lol

half raptor
#

But naw that doesn't work either since you can have a belt full of epic of one ingredient and rare of another.... I got excited too quickly

#

I think I'm doomed to have a block for every quality of every ingredient

kindred crater
#

I wish I had more useful things to say, but for me at least with quality I need to see the full system to understand what its doing and then see how things can be modified.

half raptor
#

Will tinker with the idea though

kindred crater
#

maybe you can have some kind of circuit for detecting if something shouldn't be in the network for that given block, and that by default moves it "somewhere" to be removed

half raptor
#

I mean a massive bot base would solve all logistics, but I'm not a fan of bot swarms

#

ILikeTrains.meme

kindred crater
#

its certainly ambitious, but it should be quite efficient w/ material

half raptor
#

Every time we get a new train feature or circuit feature my strategy for quality_any changes

kindred crater
#

can't believe I've been talking about this for over an hr lol

half raptor
#

I can't believe I've been talking about this for 6 months

#

Ive never talked so much about the same game

kindred crater
#

quality is definitely one of those mechanics where someone could probably write a 1-200 page book on strategy and still not cover it all

half raptor
#

Yeah then someone writes a blueprint that solves it and it becomes the new staple blueprint in everyone's base

kindred crater
#

yep lol. just put what you want in a constant combinator connected at the bottom corner of the BP, and let it chug away

half raptor
#

Even easier with parameterized blueprints. Go to your 2 ingredient +1 fluid blueprint, select processing_unit and it just sets everything

kindred crater
#

ah yeah, forgot about those things

half raptor
#

I did completely forget you can use higher grade ingredients with lower grade if you had to. Great way to use the item instead of throwing it in the woodchipper

kindred crater
#

especially if when in the early-mid stages of incrementally updating, you could use that lower quality intermediate

#

but yeah, a lot of moving pieces in such a universal design. it would be seriously impressive to see someone pull it off though and have it run in an intelligent way

#

gotta run for now, but thanks for giving me a lot to think about haha

half raptor
#

Most intelligent designs in this game starts with a bullet list of what you want it to do, a list of potential problems and workshop ping how to overcome them. That's why I like the idea of a repeatable recycler station because if my whole base only uses one recycle station, that's wonderful, but my base might want 4 or 5 for various reasons

kindred crater
#

definitely. there are a lot of parallels with software development and the importance of planning before execution. and like you said, I'm sure there will be more things revealed (such as that more controversial mechanic mentioned) which will once again have us going back to the whiteboard and starting over lol

#

cya

north yew
#

what about using circuit controls to make it so that inserters will only output in matched swings
eg in the electronic_circuit section inserters unload 3x copper_cable for every iron_plate .

#

use the any quality recipe on the assemblers

half raptor
#

Good idea too

north yew
#

I'm pretty sure you would rather pair high to low quality in the case of overload than recycle the high in most cases

half raptor
#

As far as modular designs go (assuming city train block) the more smarts and parts you put into the block the less room you have for actual production, so it has to be efficient and tidy

half raptor
#

Reducing quality of ingredients is definitely preferred over recycling 9 times out of 10

#

That is also the reason behind having a separate station for recycling as opposed to local recycling because I can have just one line of recyclers handle most of my base's needs for recycling if I build this right, and also I can have my best quality modules on the recycler line until my whole base if legen (wait for it) dairy

kindred crater
#

@half raptor I can't stick around but leaving you with a final puzzle piece that I didn't think of earlier- productivity research. the more you research, there will eventually be some objective/subjective threshold where it becomes "worth it" to recycle loop, if not for the end items themselves, a reduced cost way to get the higher quality intermediates of it. so your strategy for processing can change as research for given items progress.

half raptor
#

and for that, I can change my train schedule instructions accordingly, though having the station would give me the ability to change my tactic based on current state

#

thanks for the discussion, it was helpful

half raptor
#

The more I play with this lowering quality idea in editor extension the more I realize this is almost a pre-Fulgora form of recycling where you're not actively losing material

#

I just set the last chest to unload non common stuff only, reverse the direction of the splitter and then prioritize it so that it unloads first. Now if I wind up with an excess of quality material, I can just tell it to go down the list of qualities until it hits common and then if all quality downgrades are destinantion full, then and only then would it go to the recycler

iron root
half raptor
#

yes

#

you can do that in 1.1 right now

#

limiting stack size in the inserter

iron root
#

nah with bulk_inserter it can grab less though

half raptor
#

well that's true and a stacker inserter will only swing if it's full and a bulk inserter will swing once its had a pause to wait for more material, so probably not what you're thinking

iron root
#

no more, no less

half raptor
#

with our current information, i'd say no, but that's a good question for the devs, which I don't see any in this channel so you may need to ask in the friday facts or space age channel

iron root
#

suppose ill bounce it to the fff channel

half raptor
#

so I have a feeling devs get a little ping when someone says their name, so perhaps ask them directly by name and they might answer

iron root
#

itll happen sooner or later

jaunty citrus
#

I'm not sure who else has their name highlighted in the highlight bot, but I know boskid_think does.
I also have their name highlighted. I assume a lot of people do at this point.

sacred totem
#

I have a specific phrase highlighted

#

It has yet to appear

neat shard
#

Hm... Asriel Dreemurr?

sacred totem
#

Good idea. Iโ€™ll add that one

#

โ€ฆif I can remember how

#

Yup, remembered how

jaunty citrus
#

Should I highlight statements like "I don't like quality" or "I think quality is bad" so I can always be in the chat to argue with whoever said it?

sacred totem
#

No, you have better things to do with your time

jaunty citrus
#

Hmmm, fair point. I'll need that time to sleep so I have less awake time between friday facts

daring siren
#

๐Ÿ˜„

half raptor
#

If you come to this channel to say quality is bad, that is fine but you better argue your claim and prove it to us

#

I already know some people who will stubbornly play Space Age with no quality and that's their choice

little orchid
#

I've always considered modules and especially beacons to be something that many players tend to not approach because of how "weird" they are compared to how the game has been up to that point

#

And they can play just fine without them

#

Quality will be no different

half raptor
#

In 1.1 i play with no uranium

#

SA is going to force me to accept it though

jaunty citrus
#

ditto

kindred crater
#

and a lot of it kovarex_enrichment_process

old lake
#

1.1 is completely doable without uranium and a lot of people probably skip it. Itโ€™s an endgame resource used as a more powerful version of three things that are all accomplished in some less tedious way by something else, and not necessary for 1.1 science. Donโ€™t get me wrong itโ€™s super fun and useful, but if you look at uranium and say โ€œnah too many stepsโ€ thatโ€™s fine by me. But you canโ€™t really do the same thing with qualityโ€ฆ

charred gyro
#

You can't? Or is quality just much more useful, so there's more incentive to try it?

north yew
#

they said in the announcement that it's technically possible to beat the game without ever making a quality module

#

just gonna be tough

final nimbus
#

Supposedly it's balanced around not using quality.

#

And quality itself is expensive/rare enough that using it can't be obviously better.

daring siren
#

I only invest in uranium if I expect a longer game. It requires a large upfront cost, and produces way more than I need before endgame.

chrome mauve
#

yeah it is good that uranium is getting some love

#

it was sad that you had one mine that would last houndreds of hours without drying up

#

as for quality I think of starting it from minnig ore and then go upward

final nimbus
#

I always thought uranium was too abundant of a resource for something you need very little of.
And that's if you choose to mess with it at all.

kindred crater
#

agreed. I wonder if there are other unknown uses for uranium in SA we don't know about yet as well, beyond science and reactors on platforms

tall sandal
#

I suspect that light use of quality will be optimal for a regular playthough of SA, and zero use of quality will be somewhat close to optimal.

half raptor
#

Honestly I find solar to be my favorite and biters never got bad enough to justify uranium bullets

gritty umbra
daring siren
#

We currently don't know if such systems exist. It could be useful for progressive upgrading of modules too.

gritty umbra
#

Since this system introduces five variants of every building, it could end up very clunky.

#

I'm hopeful that the Factorio devs will supply the tools to manage that well, but it's currently the main reason I'm reserving judgement on quality.

tall sandal
#

I cant think of a lot of use cases where I'd be okay with an unknown number of buildings being an upgraded quality

wheat trellis
#

Where can I read about quality? I don't know what it refers to.

tall sandal
wheat trellis
#

wow

gritty umbra
tall sandal
#

I'm sure they exist, but none really come to mind

#

Can you share some?

gritty umbra
#

General purpose builds vs space platforms, for one example.

tall sandal
#

I dont really know what you mean, could you be more specific? Here's one specific example where I wouldnt be okay with a few buildings being upgraded quality -- my smeling line. I size smelting lines to fill a belt, so randomly adding a rare smelter to my smelting line wouldnt do anything.

tall sandal
gritty umbra
#

More generally, any situation where the number of buildings I can place is limited is one that I want to save the highest quality buildings for.

#

But since the quality system will spit out a lot of Q1, Q2, and even Q3 buildings for every Q5, I don't really have to care what quality it uses for an ordinary build, as long as enough buildings get built.

tall sandal
#

Oh so you are saying that q2 is trash to you, so you'd rather see your smelting line get built faster by using a q2 smelter rather than waiting for a q1 smelter to be finished?

gritty umbra
#

The mechanics seem to lean that way, especially as you get higher tier and higher quality modules to play with.

north yew
#

as far as blueprints and such goes, it works like belts and inserters for 1.1

#

upgrade planner interacts with quality

#

so you can upgrade all the assemblers in a bp to a different quality, for example

gritty umbra
#

This wouldn't be about upgrading.

tall sandal
gritty umbra
#

This would be about saying "This building in this blueprint can be Q1-Q3, use whatever's available".

north yew
#

why would you want to do that?

gritty umbra
north yew
#

presumably you're building things to get something in the ballpark of a specific level of consumption or output

tall sandal
north yew
#

the distinction in how useful an item is and its cost/rarity is gonna make situations where you simply don't care what quality something is very rare imho

gritty umbra
north yew
#

like it'd be the same thing of having a bp option to just use inserter fast_inserter bulk_inserter interchangably

#

rare you'd ever want to do that

#

if the setup is designed to work with normal quality, then just build normal quality buildings with it and recycle loop the uncommons and rares. that's a better use of the resources anyway

gritty umbra
#

Very debatable.

north yew
#

I really don't think it is

#

normal quality buildings are going to be substantially cheaper and more common than even just uncommons

#

uncommons are valuable even if you don't explicitly need uncommons now b/c they have a much better chance of spitting out an upgrade when recycled

#

like your odds of a legendary output when recycling or crafting from uncommon go up by a factor of 10

gritty umbra
north yew
#

oh boy

daring siren
# wheat trellis wow

It's always fun seeing people reading this for the first time ๐Ÿ˜„
You should catch up on all FFFs since 373 up the current, 402

north yew
#

tl;dr you don't want to do quality on intermediate production

#

even just as recycle fodder, uncommons are worth 10 commons. rares are worth 10 uncommons. epics are worth 10 rares. you don't want to throw around quality willy-nilly

tall sandal
#

but I want you to do quality for intermediate production

gritty umbra
#

I really don't see the issue. Beacons are irrelevant, since I never use them. Ratio? Quality is for infrastructure, so I'm not concerned about ratios. Complexity? Yeah, it's going to be five belts for each input and five for each output, with splitters to help with the binning. But that's the sort of thing blueprints exist for.

north yew
#

if you roll for quality on copper_cable when making electronic_circuit , the ratio of high quality to low is different between the iron_plate and copper_cable . the roll for quality on cables was entirely wasted

#

that problem repeats itself over and over and over and over throughout the supply line

gritty umbra
#

"Entirely" is false.

north yew
#

what benefit do you get from rolling quality on the cables

gritty umbra
#

So that I can combine it with the high quality iron plates, of course.

tall sandal
#

which will solve the ratio problem for circuits

north yew
#

if you follow that through on the whole supply chain what you end up doing is just putting prod in everything

tall sandal
#

hmmm I dont think so

north yew
#

like you only get one effective quality step if you roll quality on copper_cable electronic_circuit advanced_circuit processing_unit plastic_bar t1 modules, t2 modules, and t3 modules

#

because of the way those recipes all feed back in to eachother

north yew
unborn flax
#

just make one probability distribution match the other

north yew
#

how

unborn flax
#

send iron through quality one more time

#

easy

north yew
#

lol

tall sandal
#

you take your quality electronic_circuit (you will have a lot of these) and combine them with your quality iron_plate to make quality assembling_machine_1 . Then you wont have a lot of quality electronic_circuitleft over which fixes your ratio problem for advanced_circuit

north yew
#

it's not gonna just magically work out to the numbers you want it to

#

you'll have excesses of some items of some qualities and shortages of other items of other qualities all the time

gritty umbra
#

If I end up with an overabundance of some component, I'd simply cascade it into the lower tier.

north yew
#

which would be fine if productivity modules didn't exist

unborn flax
#

you can make the probability distributions match exactly in this case

tall sandal
#

but im not normally using productivily modules

north yew
#

why not?

#

they're quite good

tall sandal
#

because they make my machines slower and cost more power

north yew
#

quality modules also do that

final nimbus
tall sandal
#

and also they are costly to manufacture

tall sandal
gritty umbra
#

And quality modules aren't expensive?

north yew
#

consider: it's not just the specific machine the prod modules are in. it's everything behind them too. even just productivity_module productivity_module assembling_machine_2 making electronic_circuit means you need only 93% of the drills running, 93% of the trains moving, 93% of the furnaces smelting for the same green chip output

gritty umbra
#

So you're advocating for pure productivity up until the final step?

north yew
#

and that effect stacks up multiplicatively

north yew
#

or no modules

#

if you're in to that sort of thing

gritty umbra
#

I'm curious if you've run the numbers on the input resources for a given quality output.

north yew
#

I have

gritty umbra
#

Because the impression I've been given is that only using quality at the last step and recycling until you get the highest quality available is the least efficient way to get there.

unborn flax
#

pure productivity until the final step is definitely a good strat, though the final step will typically be non-productivity-allowing, so numerically suboptimal if you care about that

north yew
unborn flax
#

i mean that pure quality modules isn't the best way to do quality recycling loops

north yew
unborn flax
#

obviously you load a machine with q modules if you have no other choice

gritty umbra
#

And the proportion of quality components also compounds with each step that you use quality in.

tall sandal
north yew
#

then for the same reasons you should avoid using quality modules in your intermediates

tall sandal
#

i am, but for seperate reasons

north yew
daring siren
#

For recycling, 2p2q is best with q5t3

gritty umbra
tall sandal
#

you can in theory also solve the ratio problem by blending prod modules and quality modules at the right ratio

unborn flax
north yew
north yew
unborn flax
#

so you think they have the same distro?

north yew
#

no, because recycle loses 75%

unborn flax
#

they have the distribution of relative qualities

#

you can throw away 99% of the items if you want and they'll still have the same distribution

north yew
#

oh yeah if you don't put quality modules in the recycler I guess

#

but now we're being more wasteful than recycle loop at the end

gritty umbra
unborn flax
#

you do put quality modules in the recycler - the same Q power as in the copper cable recipe

gritty umbra
#

And for the sake of discussion I'm willing to assume T3 quality modules with +2.5% quality each.

north yew
#

then now the iron plates coming out of the recycler are a higher quality than the copper cables, so now you have the same problem in reverse

unborn flax
#

no they're exactly the same

north yew
#

okay we assume iron plates and copper plates are coming out at the same ratio
copper plates to copper cables is one additional quality roll
iron plates to gears is one additional quality roll
gears back to iron plates is another additional quality roll
the iron plates have two rolls on them now, the cables have one

#

also you've just quadrupled the cost of iron plates

final nimbus
#

Throw quality_normaliron_plate into recyclers
That's one roll

unborn flax
#

i said "--(prod)-->" in my plates to gears line - if this wasn't clear, it means you use productivity only

north yew
#

oh

#

sure in that case you have balanced the quality ratio for one specific item by increasing the cost of one of those items by 4x

#

now do it again for the whole supply chain

#

you'll have to do the same thing with electronic_circuit when you're making advanced_circuit because the red chips take copper_cable

#

then you'll have to do it again when you're making processing_unit because the electronic_circuit and advanced_circuit ratios are different

unborn flax
#

but you no longer think you can't match the distributions, right?

north yew
#

sure it's possible but it's honestly kinda silly to do it this way

#

significantly more wasteful and more logistically complicated and more costly to build than just recycle looping at the end

unborn flax
#

well yes but equally it's kinda silly to theorise over quality

#

this is one of the reasons quality is a really good addition

#

the 'prod everything to last step' solution is great but you probably have a numerically suboptimal quality loop at the end (no prod modules allowed)

#

whereas doing it lower down gives probably better ratios, at the cost of massively nerdsniping yourself

tall sandal
#

i think its a solvable problem

north yew
#

this way of balancing each specific ingredient is numerically worse than recycle looping at the end

tall sandal
#

hmmm I dont see how thats possible

unborn flax
#

there are other ways to get distros to balance, or at least balance more closely

north yew
#

even in the best case scenario, you're still going to need to recycle loop in at the end if you want more than a trickle of high quality items

unborn flax
#

what do we know so far about quality and science packs?

final nimbus
north yew
#

it won't balance out like you want it to

unborn flax
#

please stop saying that

tall sandal
unborn flax
#

do we know the exact % per tier?

gritty umbra
tall sandal
#

like 100% or something. legendary has 600% science iirc

unborn flax
#

i think a good problem for quality people to think about is red science with the 1.1 recipe (copper plates + gears)

#

because it's really simple, it's technically a bit unbalanaced and (unlike say electric poles) we need them in bulk in the endgame

gritty umbra
#

The best quality bonus is +150%, and that in no way can offset the the 75% loss with recycling.

unborn flax
#

we might have to pretend the molten foundry recipe doesn't exist if we don't have all the information we need

north yew
#

quality science is a very bad idea generally. the only time you would consider it is in science packs where the ingredients aren't proddable, like logistic_science

final nimbus
#

Quality science has always been a bad idea unless you're trying to void excess quality bits and bobs.

north yew
#

you get way more science per science by just using prod on the ingredients

unborn flax
#

that's assuming we have 30% per quality tier right?

north yew
#

it's a bigger bonus than that and even then it's horrible compared to prod

gritty umbra
unborn flax
#

the question I have is "what % science improvement (per tier) would be required in order to maximally nerdsnipe us?"

unborn flax
north yew
#

like an uncommon science pack would have to be 30-40x as much science as a normal quality one to even think about putting quality modules in

tall sandal
#

I think for science its

  • Normal: 100% science
  • Uncommon: 200% science
  • Rare: 300% science
  • Epic: 400% science
  • Legendary: 600% science
gritty umbra
unborn flax
#

I understand Q5 to be two tiers above Q4

tall sandal
#

heh

gritty umbra
final nimbus
#

It skips a tier so legendary is more appealing.

unborn flax
tall sandal
#

let me go ctrl F 600% in the FFF channel rq

#

boskid โ€” 09/08/2023 7:35 AM
if you somehow get a legendary science pack, it will contain 6x as much science in it as a normal one

#

boskid โ€” 09/08/2023 7:36 AM
No, that implies every quality level is +100% for science

unborn flax
#

for these numbers I could believe the optimal strategy isn't just prodding everything

north yew
#

it is

#

you don't want to do quality science

unborn flax
#

you may well be right but i have yet to run the numbers myself

tall sandal
#

lmao boskid

#

not my fault you turned that ping on

#

lets say you want 50 red science and 50 rare yellow belts

unborn flax
#

i could believe e.g. you would need at least +x% prod in certain endgame recipes for it to work

north yew
#

productivity_module_3 is 10% guaranteed, quality_module_3 is 2.5% chance to double

#

like it's not even close

tall sandal
#

lets say you have access to .... t1 modules of no quality

unborn flax
#

in fact here's a counterexample: with endgame prod bonuses maxed out at +300% for every recipe, there is no reason not to produce legendary copper_plate and legendary iron_gear_wheel

north yew
#

then it's still productivity_module 4% guaranteed vs quality_module 1% chance to double

#

there isn't gonna be a prod research for every item

tall sandal
#

and of course lets say you have access to a recylcer

#

and because why not, you have access to electric furnaces

north yew
#

also probably none of us in this discussion are going to play on a single save long enough to hit 300% prod on any of the productivity researches

#

it takes weeks of your factory running even at insane SPM levels, like 50k

kindred crater
#

I'm going to try in all seriousness

#

the plan is to run AFK for months

unborn flax
#

that's not the point - say we agree that after running your factory for a year, quality automation_science is a good idea. then there's a point before that at which it first becomes useful and i want to know where that is

north yew
#

you're assuming there's an infinite prod research for copper_plate and iron_gear_wheel , which there likely isn't

tall sandal
#

Option 1: full prod in miners, furnaces, assemblers (except yellow belt assemblers), quality recycler loop to get your rare yellow belts
Option 2: full quality in miners, furnaces, full prod in gear assembler and red science assembler, quality recycler loop to get rare yellow belts

north yew
#

why are we recycling for rare red science

tall sandal
#

we are recycling for rare yellow belts

north yew
#

why are we recycling for rare yellow belts

tall sandal
#

both setups want to produce 50 rare yellow belts and the equavalent of 50 red science packs

tall sandal
north yew
#

you can't recycle science packs btw

#

you can, but it'll be like iron_plate : spits out the same thing 25% of the time

#

and spits out nothing otherwise

tall sandal
#

did anyone suggest recycling science packs?

tall sandal
#

I dont think I suggested recycling science packs there

north yew
#

yeah mb the example got broken up by other bits of chat

charred gyro
#

quality science is a thing?

tall sandal
north yew
tall sandal
#

I picked those recipes simply because they were super early game and easy to reason about. I'm not sure what you meant by point 2.

north yew
#

recycle looping for only best possible quality is likely to be a generally bad strategy and huge noob trap

#

if you value not-best-possible-quality at all then prod blows quality out of the water, basically

tall sandal
#

so in your opinion, the goal of 50 rare yellow belts is a bad one?

north yew
#

yes, whatever the belts are substituting for

tall sandal
#

I mean obviously rare yellow belts are silly at all

north yew
#

additionally, if you applied this strategy to a longer, more complicated chain, you'd realize how few quality modules you actually get to use and how much prod you'd be using instead

#

for example: roboframes. steelplate has a very short chain, so all of the intermediate steps between furnaces and roboframes are gonna be prodded

tall sandal
#

what would be a better goal? 50 normal yellow belts and 50 rares? or something else?

gritty umbra
#

Try inserters, since those benefit from quality on their own.

north yew
#

simply measure it like I did in that message I linked

#

I guarantee you'll be getting a much larger amount of yellow belt from the prod approach

tall sandal
#

steel is 3 steps: miner -> smelt -> smelt
circuit is 3 steps: miner -> smelt -> circuit
electric engine is 4 steps: miner -> smelt -> engine -> electric engine

gritty umbra
north yew
#

batteries are a short chain too

tall sandal
#

batteries are 3 steps: miner -> smelt -> battery

north yew
#

and you'd have to have two segregated areas where electronic_circuit get manufactured: some that go to roboframes and some that go to electric engines

#

b/c you don't want to roll quality on the ones going to electric engines

tall sandal
#

it seems like the optimal setup would be something like:

  • quality in miners, smelting, batteries, engine, robot frames
  • prod in gear, copper wire, electric engine
gritty umbra
#

Okay, that one is true. Fluids don't get quality. But I'm not going to be making electronic circuits for electric motors separately from other circuits.

north yew
#

this way of solving the ratio problem does work, but it massively exacerbates my other two main problems: scale and logistical complexity

north yew
#

like I've known about it since I started arguing about the ratio problem months and months ago, but I just generally try not to spread it b/c I think it's a bad idea

#

it just has an exponential explosion in the complexity, size, and construction costs in your base b/c you're having to make every product with different numbers of quality modules in different amounts

#

then making sure that the lines where you're making green chips with one quality module stay segregated from the lines where you're making green chips with two quality modules

gritty umbra
#

That complexity only exists if you choose to pursue that degree of complexity.

tall sandal
#

it just has an exponential explosion in the complexity, size, and construction costs in your base
I agree with this. Its why I wont be doing quality in intermediates (for my first playthough)

#

I'm definetly doing a playthough where every building is required to have at least one quality module though

gritty umbra
#

For me, I'm just going to be making a block for each step with quality. If that results in suboptimal ratios for any given end product, so it goes.